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@@ -108,6 +108,7 @@ class FightPower_Calculate {
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//战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数) * (1+装备系数+角色系数)
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//战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数) * (1+装备系数+角色系数)
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$attackParas = glc()->fightPower_MulAtk;
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$attackParas = glc()->fightPower_MulAtk;
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$hpParas = glc()->fightPower_MulHp;
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$hpParas = glc()->fightPower_MulHp;
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+ $fightPower_bitHitParas = GameConfig::glc2()->$fightPower_bitHitParas;
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$addDamage_ActionKey = E_PredicateActionType::addDamage;
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$addDamage_ActionKey = E_PredicateActionType::addDamage;
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$dic->$addDamage_ActionKey += $mo->attack;
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$dic->$addDamage_ActionKey += $mo->attack;
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@@ -154,7 +155,7 @@ class FightPower_Calculate {
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$gongji = round($base_addDamage*(1+$mulDamageVal+$mulEquipBasicProps_damage_val),0);
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$gongji = round($base_addDamage*(1+$mulDamageVal+$mulEquipBasicProps_damage_val),0);
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$shengming = round($base_addHp*(1+$mulHpVal+$mulEquipBasicProps_hp_val),0);
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$shengming = round($base_addHp*(1+$mulHpVal+$mulEquipBasicProps_hp_val),0);
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- $fightPower = ($gongji*$attackParas + $shengming*$hpParas + (1+$baojilv)*(1+$baojishanghai)*$attackParas + $roushihuifu*(1+$roushihuifu_xiaoguo)*$hpParas + $shanghaijianmian*(1+$shanghaijianmian_xiaoguo)* $hpParas)*(1 + $equipParam + $mo->mulFightPower);
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+ $fightPower = ($gongji*$attackParas + $shengming*$hpParas + (1+$baojilv)*(1+$baojishanghai)*$attackParas*$fightPower_bitHitParas + $roushihuifu*(1+$roushihuifu_xiaoguo)*$hpParas + $shanghaijianmian*(1+$shanghaijianmian_xiaoguo)* $hpParas)*(1 + $equipParam + $mo->mulFightPower);
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// var_dump('---base_addDamage攻击-------------------'.$base_addDamage);
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// var_dump('---base_addDamage攻击-------------------'.$base_addDamage);
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// var_dump('攻击里加成百分比---------------'.$mulDamageVal);
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// var_dump('攻击里加成百分比---------------'.$mulDamageVal);
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